Maneuvering - Maneuvering can be combined with most other actions (although some actions may be more difficult while moving) by using extra hit points to move during that action, or you can just maneuver as an action by itself. The maximum distance a character can move is the number of hit points they use to maneuver times the character's stride. Each hit point applied to maneuvering can also be applied to charging or offensive or defensive maneuvering
Charging By moving toward the target, you can increase the power of a hand to hand or thrown weapon attack. The hit points applied to charging are added to the attack power of that attack.
Offensive Maneuvering - The hit points used to manuever offensively are added to the success roll of the moving character's attacks against the specific target which he is moving around for the rest of the round. This bonus does apply to attacks used as a defense against other attacks. If the distance from the attacker to the target is greater than the attacker's stride and reach, then the effect of the bonus is reduced: If the distance is up to twice the attacker's stride, only half the bonus applies. If the distance is up to three times the attacker's stride, one-third of the bonus applies. Up to four times one-fourth of the bonus applies, Up to five times one-fifth of the bonus applies and so on.
Defensive Maneuvering - Hit points used to move defensively are added to the moving character's Passive Defense Hit Points. (See Action Rules/Hit Points/Passive Defense Hit Points.)
Speed Damage - Traveling at high speeds causes a character to both do more damage when attacking AND recieve more damage when attacked. For every 5 meters a character moves per round, he has a +1 bonus to both inflict and recieve damage. For example, if a character was riding on top of a vehicle traveling 15 meters in that round, every time that round the character hit a target, he would do 3 extra points of damage (15 meters divded by 5 is 3,) and every time he was hit that round, he would take 3 extra points of damage.
If one character is following another, then Speed Damage works differently. First, the speed damage rule only works for the character who's moving the fastest. Second, it only applies by how much faster per round that character is going than the slower character. For example, if Mr. A is following Mr. B, and Mr. A is going 15 meters that round and Mr. B is going 10 meters that round, then if Mr. A hits Mr. B, then Mr. A only has the Speed Damage bonus of going 5 meters per round for that hit (15 meters -10 Meters = 5 meters.)
This "Speed Damage" rule acts in addition to and seperate from Hit Point rules. (So for example, if a character had moved 15 meters in one round by spending his own hit points, he would do 3 extra points of damage per attack in addition to any hit point damage bonuses.) The Speed Damage rule applies to Thrown Weapons, but not other kinds of missle weapon attacks.
Optional Flanking Rule - The line of attack is an imaginary ray that starts at a character's location and projects infinitely far in the direction they are facing. If a target is not on the attacker's line of attack, it has a +1 bonus to it's defense roll. If an attacker is not on the defender's line of attack, it has a +1 bonus to it's attack roll. It usually takes a one hit point maneuver to get off the line of attack. If the attacker or defender is more than 90 degrees off the other character's line of attack (i.e. behind the character) that bonus is +2 instead of +1.